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Messages - Greenwood

#1
Frionel presented the changes of the Art of Fighting team on elive :
http://www.elive.pro/en/watch/9BhFUGWIChFW

As usual, it's in French, but feel free to ask me if you want to understand something, even though it's easy to understand with the video.
#2
Quote from: DarKaoZ on November 07, 2011, 10:26:52 AMSSF4 on the PS3 runs with 1 or 2 frames of delay. That means the game runs at 59 or 58 frames per second. Well is not like it really runs at that speed, it just "feels" like it does, if that makes sense. In reality it doesn't affect the game hugely, it's noticeable ones you jump from 360 to PS3 or viceversa. But you get used to it fast and is easy to just focus on the strict frame links combos when you start doing it. But in the end the 360 version runs always at 60fps and by default it's considerate "closer" to the arcade release, but that doesn't mean it's perfect.

It is not really that. I don't know if it is the truth, but someone explained to me the issue. In fact, on Xbox 360, you don't care if you are in 720p or 1080p. But on PS3, when you upscale SFIV to 1080p to have fullscreen on 1080p monitors or TV, you gain 2 frames of input lag. If you play on a 1080p but with the 720p setting, you won't have the 2 frames bonus, but you won't have a fullscreen game. There is not less frames on PS3.

Quote from: DarKaoZ on November 07, 2011, 10:26:52 AMIn MvC3 is different, both games run exactly at the same speed. The only thing is that the PS3 has V-Sync and it causes the game to drop frames when there is a lot of chaos on the screen. Meanwhile the 360 version doesn't use V-sync, so there is no frame drops, but you will see screen tearing when there is a lot of chaos. I don't see MvC3 frame drops affecting the gameplay at all, because it only happens when you are doing Hypers and not while doing combos. So you won't see frame drops while pulling out frame specific combos, hence not affecting the gameplay.

For MVC3, I've only heard about the game slowing down when there is a lot of activity on screen.
#3
Can I play your game ?  ;)

#4
Just my opinion about the console version :
A great game (KOF XIII arcade)
+ new balance
+ 6 characters (according to infos, rumors, all that) => 37 characters (3 that should be DLC)
+ 12 new stages (3 that should be DLC)
+ Customize mode to play with dolls like little girls
+ online play (we'll see for the netcode)
+ other modes, stuff, alternative outfits ...

It is a great deal !
#5
I'm jacking your post Greenwood.  -Kane317Sorry I jacked your post Greenwood.  -Kane317

Hahaha, no problem  ;)
#6
I'm jacking your post Greenwood.  -Kane317

Newer changes in Red

Quote from: Kane317 on July 29, 2011, 06:17:26 AM
I'm sure more confirmations/edits will be made in the next few days but here is my preliminary report:
EDIT: Consolidated all the other findings.

System
-Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Overall, hit hitboxes have been adjusted to be taller and it's harder to cross characters up now.  It was noticable as we couldn't get K''s j.B or j.D to crossup.  Most characters cannot hop over a standing opponent anymore.

Liz:
-Liz's midscreen, 1 stock no drive 511 damage combo now deals 391dmg.
-Liz's Ex DM now does no pushback on blocked opponents because it explodes on hit.
-Liz's Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Liz now has an Ex qcf+K.  Whenever you cancel the teleport it'll automatically perform an Ex version of the special you cancelled into (like Ex dp+P), only performing 1 meter/stock total.
-qcf+A builds little meter.
-qcf,hcb+P damage toned down.

Shen:
-Shen's gotten a slight damage decrease, I couldn't quite figure out where but Kunio's 799 (1 stock HD combo) now does 777 so it's pretty negligible.
-Fully charged qcf+P now only removes 50% of the guard gauge on regular characters (Maxima, Ralf, Clark and Goro have an extra "points")
-hcb~f+P command throw can now be [DC] out of.
-qcf+C builds miniscule meter

Duo Lon:
-Duo Lon's Ex f.AC now has more hit stun (or better recovery for DL) so that he can do s.C or s.D (before it was a near 1 frame that allowed only for d.A, and if you're close enough you can link that to s.C), s.A-->s.C/D, or just rekkas.
-Duo Lon's NM has finally been normalized and now does 448 instead of his silly 400 he used to do.  (Most characters are 450-500 in the arcade version).
-Duo Lon's qcb+A projectile's startup appears to be much faster now
-HD combos last longer. The f.A cancels normally instead of being a HDC (arcade: qcf x2, [DC] f.A, [DC] qcf x3... console: qcf x2, [DC] f.A, qcf x3...)
-(corner) qcf+P x3 [DC] qcb+A, qcf,hcb+P no longer works due to faster qcb+A speed.

Maxima:
-Maxima's air vapor cannon now holds him in place for both version and then after he's done he drop downwards.
-Maxima's damage has been decreased slightly, though he can still do simple fatal combos.
-No longer possible to cancel a backdash into air qcb+A to build meter.
-Neomax is faster!
-Frionel didn't mention anything about EX Maxima Press though at the EVO build it didn't push Maxima back on block and was easier to punish.

Goro:
-Goro's dp+K, [DC] hcf P seems to only work in the corner now (WHY?).  
-His NM has been buffed to 571, yup!
- j.C, s.C, df.C, [HD], s.C, df.C, Ex hcb~f+AC, hcf A, qcb B, hcf C, [SC?] hcb x2+P DM, [MC] qcf x2+AC was seen as one of his mission mode combos, suggestion that he can now [SC] his hcf C.

Kyo:
-Kyo's hcb+K is no longer safe, is also does not build much drive or meter if it connects.  It seems only useful for combos from now on.
-Kyo has his air Ex Orochinagi.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.

Chin:
-Chin is now top tier.
-Chin's B version counter (qcb B), now does the D version follow up instead (harder to follow up with)
-Chin's Ex counter has a shorter active window
-I was kidding about Chin, he seems largely unchanged.

K':
-K''s second shell (qcf+P.f+B) now juggles opponent higher and when preceded by an Ex qcf+P, allows the second shell to hit twice, and hence combo into his qcf x2+P DM like in the RS trailer.

Iori:
-Iori's Ex qcb+P and Ex hcf+P lost it's invincibility

Mai:
-Mai has been buffed overall.   Her air.d+B has faster recovery making it kinda safe, her air.qcb+P is also safer.
-Mai's air DM now falls "natually" as she travels across the screen a la '95 Mai's hidden air DM, she has an Ex aerial version as well.
-Mai's air Ex DM also MaxCancels into NM.
-Mai's Ex Ryuenbu has startup invincibility.
-Mai's A Ryuenbu has a larger vertical hitbox acting like an anti air (assumingly it's like her beta version).
-Mai has a new link: s.B, s.D.  It cannot be cancelled out of but you can activated HD off of it.

Terry:
-Terry has a d.A, d.C link which helps his hit confirmation a lot.  Gave us an instant Fatal Fury "feel" to it.

Takuma:
-Takuma's stun combo juggles are much harder to perform and the timing is real tight.

Joe:
-Joe's NM comes out FAST.  Can pretty much punish air attacks on reaction.
-Joe's NM when MC'd, will wait for the opponent to drop from the Screw Upper, automatically releasing it for you.
[/color]-Joe's Ex DM travels across the screen now.
-Joe's D Tiger Knee now has startup invincibility somewhat similar to XII but not as extreme.  B version is faster but has no invincibility.

Benimaru:
-Beni's Ex Raijinken now holds the opponent in position allowing you to follow up.  I believe CMD.Duc did (corner), Ex Raijinken (qcf+AC), A Raijinken, dp+K.  Overall CDM.Duc says he's been buffed.

Ash:
-Ash's Ex qcb+P now juggles even grounded opponents.

Ryo:
-Ryo's dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.

Andy:
-Andy's d.D is slower now and no longer as abusable, it still can hit anti-air but seems to trade more now.
-Andy's Zaneiken is safe on block now, but he's also pushed back really far himself.  
-Andy's Ex hcf+K, d.D is harder to connect now mid screen.
-Andy has a new link: s.B --> s.D which can be cancelled out of.

Raiden:
-Raiden's dropkicks have finally has its charge time increased.   Despite initials reports, 1.1 did not change his charge time from 1.0.  Personally, I must have charged ove 20+ seconds and I could not get level 3 to come out.  
-If you land the DK midscreen, the opponent will fly away really far not allowing a follow up.  
-His double DK shenanigans still work in the corner.
-GCCD --> DK has been removed according to reports

Robert:
-Robert's f+A by itself works like 2k2 and will juggle the opponent.

King:
-King's slide cancels by itself now (before you had to cancel into it).
-King's NM has been fixed, it now goes further and when MC'd does full damage.

Kim:
-Kim's qcb+K has more recovery now

Mature:
-Mature's qcb+K has better recovery
-Mature's Ex dp+P is more punishable

Kensou:
-Kensou's old multi-punch DM is now a 1 frame command grab DM!
-Kensou has his old s.B --> far C link back from XII; it does not cancel.

Hwa Jai:
-Hwa Jai's A version qcf~hcb+P DM is now a 1 frame command grab, the C version in unchanged and still combos from the slide.
-Hwa Jai's B version Dragon Tail (qcb K) is now as fast as the "Drink Pink" version and hence he can do stuff like s.B, df.B, qcb+B in a blockstring/combo.

Ralf:
-Ralf's Vulcan Punch now knocks the opponent away after two hits.
-Ralf's Air dive punch has less bounce back
-Ralf's Ex Galatic Phantom (qcf x2+AC) DM can now be charged much like his older iteratins.  Full charged it's unblockable does 50% damage.

Clark:
-Clark's B version hcf K now has autoguard!
-Clark's far C feels faster, needs to be confirmed
-Clark's hop feels faster

Leona
-Leona's HD combos have been nerfed slightly.

Kula:
-Kula's Ex Ray spin lost it's (start-up?) invincibility

Vice:
-Vice's Ex Splash has less start up and therefore much faster.  It only goes half screen now.
-Vice has a new link: close D --> far D.  It cannot be cancelled out of but you can activated HD off of it.
-Mayhem into the Splash follow up can be now be [SC]'ed after she slams them to the ground.  Previously you can only do if after you input the Splash but before they hit the ground which is when she inflicts the Splash damage (pardon the pun).
-D version Deicide (hcf D) now stuns the opponent long enough to do a C Mayhem (qcb C)
-Both DMs can be [MC]


Once again, I apologize if I misreport something or I have left something out.  There were simply far too many changes to record them all let alone let my overstimulated mind process.

The wait was all worth it guys , my hats off to SNKP.  The game feels like a HUGE improvement over a near perfect XIII 1.1.  Speaking of labels, I dubbed the console version XIII.5 and Aram from Atlus seems to agree with me.  

I want to thank Aram, Mike, and Yu (?) for putting on such a fine setup for us hungry fans; you guys are so awesome I can't really say it in enough.

Day 1 reports end but stay tuned as there are more announcements coming throughout this weekend.  I need some sleep now.

---

I'll compile the two lists when I get a chance.

QuoteFrionel's podcast complied by Sparkster of SRK.


Kyo

• hcb+K is unsafe on block.
• EX Air Orochinagi added. Completely invulnerable and very fast. Beats most everything as an air-to-air.
• qcf+D will connect after df.D midscreen.
• Sidenote: Since Kyo can no longer delay the second kick (both hits of qcf+K are automatic) there's always a gap that can be punished with an invincible reversal after blocking the first upkick.

Benimaru

• qcf+AC locks opponent in air for a juggle. This can lead to crossup/under resets or more damaging combos.
• Neomax is much faster, but not invulnerable.
• dp+K was reportedly faster

Daimon

• dp+K (DC) hcf+C works anywhere but has an odd timing.
j.CD may only cause a counterwire against a grounded opponent?

Terry

• Real Bout style cr.A cr.C chain combo added. The chained cr.C cancels into specials and DMs, but not command normals.
• Crack Shoot is roughly -1 against standing opponents, +1 against crouching opponents.
• All hits of Neomax connect properly now. Terry is fully invulnerable during the DM.

Andy

• Cr.D starts up slower but has the exact same hitbox.
• Cr.C hits twice like 02UM Andy. Can easily be hitconfirmed into HD mode or specials.
• A version Zaneiken is now safe on block. I'll note that I was able to punish this buffed version at the EVO build with Duo Lon's qcf+AC so it can only be punished by certain fast moves.
• Andy had a 100% guardcrush blockstring for 1 meter and full HD mode, but this no longer guardcrushes in the console version.
• Kept his invincible and safe hcf+BD. One of the few remaining safe reversals.

Joe

• dp+D has a lot of invuln like in XII, but it's still starts up really slow. DP+B is very fast but not invuln.
• EX Screw Upper will launch the opponent into the air and deal damage when the opponent falls down? No longer should drop the opponent out on hit and always gets full damage.
• Screw Straight Neomax has faster startup. Joe isn't invulnerable though.
• Screw Upper can be MAX Canceled into Screw Straight Neomax. Joe will wait and automatically time the Neomax to connect as the opponent falls down from the tornado.

Ryo

• dp+A starts up faster and is difficult to punish on block. Think of O.Ryu's old dp+A in '98.
• f.B parry starts up faster. There was no mention of the df.B parry.
• hcb+BD starts and travels faster. Confirms easily off of st.D and should punish harder than the standard B version. Should be good for punishing moves that are safe on block by spacing.

Robert

• f.A is a launcher if uncanceled.
• The last kick of Robert's EX Ranbu does 100 damage, up from 50.

Takuma

• Stun combo is tighter and requires more hits. Landing it builds less meter than before.
• hcb+BD used to let the player run through the opponent to switch sides or escape the corner though this is now fixed.
• The wakeup frame infinites on him are fixed.

Iori

• qcb+AC is no longer invuln.
• dp+AC launches the opponent higher on hit and can be followup up with new juggles.
• Iori can no longer cross up a standing opponent with a short hop.
• qcb+D still safe on block

Mature

• dp+AC is still invuln but now unsafe on block.
• qcb+K is + frames on block to the point where you can do cl.C as a frametrap afterward.

Vice

• st.D xx st.D is a new chain combo. The second hit can't be canceled outside of HD mode, but it should be BC-able.
• qcb+AC starts up faster.




Mai (now the captain of the Women Team)

• j.2B safer on block.
• Musasabi no Mai is really safe. If spaced at the enemy's feet even 3 frame moves can't punish.
• EX Air DM is fully invulnerable. Like V-Slasher it beats everything as an air-to-air.
• qcb+A has a higher hitbox and anti-airs better.
• Neomax tracks the opponent and moves faster. Air OK. Startup invincible.
• st.B st.D chain combo. Not cancelable, but can be used to hitconfirm into HD mode.
• Possible to combo after EX air DM.

King

• df.D always cancelable
• Neomax does full damage if it connects.

Yuri

• Has an instant version of hcb+K command grab. Connects from cr.B st.B hitconfirm.
• hcb+K is drive cancelable
• Can't cross up a standing opponent.

K'

• j.B cannot crossup, period.
• Cannot crossup standing characters, but j.C and j.D can crossup crouchers.
• Outside of corner K' can't do cl.C f.A xx qcf+A f+D; second shell will whiff. This means no long midscreen hitconfirms unless you want to spend a meter for EX Ein trigger which makes the f+D connect.
• Narrow Spike recovers slower. Less safe abare tactic. Only dp+A links afterward in corner BnBs.
• HD combos are still intact.
• Basic bnbs are weaker.
• Ein trigger is not neutral on block. If feels near 02 OG status on block though not quite as negative. Meaty Ein Trigger pressure is gone.
• Normal Air Minute Spike is an anywhere juggle. The recovery is huge though.

Kula

• qcb+BD is not invulnerable. It can hop over low attacks kinda like the XI version but it will lose to meaty attacks. All combos are intact.
• hcb,hcb+AC is faster and connects in juggles. While the damage is low it travels fullscreen fast and makes Kula invincible while doing so.



Kim

• Can do qcb,hcf+BD in the air.
• qcf,qcf+K could start up faster.

Raiden

• Level 4 dropkick requires 32 seconds.
• Cannot combo after midscreen dropkick.
• Level 4 dropkick is still safe on block. Weaker versions are punishable.
• AA Bomber grab freezes the screen for a second.

Hwa Jai

• New st.CD. He jumps up and move forward before attacking. Makes Hwa Jai unthrowable.
• dp+B has a long window of invincibility. Strong anti-air.
• qcf,hcb+A is an instant grab DM. Deals 300 damage when drunk.
• Can only land one qcf+P before ending a juggle with DM.
• If hit out of the drinking DM's recovery Hwa Jai stays drunk.
• qcb+B is faster and works as a combo ender. Seemed safer against command grab punishes.

Athena

• cl.C f.B xx Phoenix Arrow connects against all crouching opponents.
• EX Teleport can be canceled into any Special, DM, or Neomax at any time. Doing so costs no drive meter.

Kensou

• qcf,hcb+P is an instant grab DM
• st.B st.C chain combo. Hitconfirms into HD mode: cr.B cr.B st.B st.C BC...
• qcb+A projectile moves slower.
• Air qcb+P is safer on block.

Chin

• qcb,hcf+P shoulder tackle deals a little less damage.
• Instead of countering with a cancelable kick Chin attacks with a backward roll. Better against projectiles, though worse for close ranged counters.
• EX counter has a shorter counter window.
• His Neomax can be directed at any direction from the startup instead of the default forward angle.

Leona

• The startup speed of EX Excalibur is improved and can be followed up on the ground and in combos: cl.D f.B qcb+AC, run forward cl.D... Instant overhead nj.D xx qcb+AC for a combo or big frame advantage.
• Midscreen HD combo doesn't work anymore. Possibly removed, or maybe just more difficult as reported at EVO. Works in the corner.
• Baltic Launcher starts up faster.
• V-slasher still good for flying through attacks. EX version auto-angles at the opponent.

Ralf

• Vulcan Punch launches the opponent out after two hits.
• qcf+AC is faster.
• Galactica Phantom is chargeable. Becomes unblockable at full charge and does 500 damage. Unlike earlier versions a player can let go early to punish a roll or jump.
• Air qcf+P hits twice. Only the first hit is an overhead.

Clark
• hcf+B has guardframes and works as a delayed grab.
• There was some trouble trying to do an older combo into airgrab.
• Sidenote: There is no reversal superjump to escape his setups, unlike in 2002 UM.
• Sidenote: You can't option select his air grab with j.A+C like you could in 2002 UM.

Ash
-qcb+AC/qcb+BD kiss launches a grounded opponent instead of hitting three times for lockdown. The new launch allows for midscreen followups and resets. Also the flame will automatically lock on to the opponent's location now.
-Germinal (the sealing DM) costs no meter in Sans-culotte mode!

---


Sorry I jacked your post Greenwood.  -Kane317

[KOF XIII] Characters changes (English) by Frionel (LIVE) :

http://www.elive.pro/en/watch/jBk4l80bKtec
#7
Quote from: krazykone123 on August 21, 2011, 04:57:52 PM
Is Frionel listing all the buffs/nerfs he's finding?

He will do a cast on elive soon, in english. He told us that last friday. I think you'll get more information about it as soon as possible.
#8
Quote from: Tizoc on August 19, 2011, 03:31:14 PM
I'm somewhat confused about the extra characters.
Basically the game will have 5 additional characters. 3 we know of: EX Iori, Saiki and Billy, and 2 yet to be revealed, correct?

For now, yes, you are correct.
#9
Just to clarify something else ^^

Sharnt and I are French, and we never heard of 8 new characters except from Shin, since the source of this information is a French video cast on elive commentated by Frionel.

Maybe I missed when Frionel talked about it, but I've never heard Frionel talking about 8 characters or 5 characters on disc.
#10
Just to clarify :

At the moment, there will be 5 new characters :
- Billy and Saiki on DISC (unlockable characters)
- EX Iori as a DLC
- 2 characters as DLC according to Arcadia Magazine or Frionel


For now, there is not 8 new characters for console version !

Billy Kane is considered by Frionel to be broken, because it's so easy to hit confirm for a HD combo with :
close  ;c (3 hits) >  ;bk ;a  >  ;b ;c > etc ...
#11
Quote from: THE ANSWER on August 10, 2011, 09:25:20 PM
I was thinking, what should we name the DLC Iori from the upcoming console version? I've heard people referring to him with all sorts of names such as "98' Iori" "Classic Iori' "Flame Iori" "EX Iori" etc.

I think we should agree on a single name so we all know who we are talking about, I personally like EX Iori.

What do you guys think?

EX Iori is the best choice, because his name is written in red in the game, like EX Kensou, EX Takuma, EX Robert, and he is an EXtra version of Iori.

His official name in the game is not IORI but IORI. ^^